Weapon (pistol), very rare (requires attunement by a Magic Item Name - Arcane Pistol, Requires Attunement - True, Attunement Description - proficient with firearms)

This handgun is imbued with magic. It requires no ammunition and doesn’t need to be loaded. 

The creature firing the handgun chooses the effect from the following options:

Fire Jet. The handgun discharges fire in a line 100 feet long and 5 feet wide. Each creature in the area must make a DC 12 Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. This can be done a number of times equal to half your proficiency modifier per long rest.

Frost Shot. The cannon shoots a ball of frost to a point you can see within 60 feet of the handgun. The ball then expands to form a 15-foot-radius sphere centered on that point. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. This can be done a number of times equal to half your proficiency modifier per long rest.

Lightning Shot. The handgun shoots a ball of lightning to a point you can see within 60 feet of the cannon. The lightning then expands to form a 10-foot-radius sphere centered on that point. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. This can be done a number of times equal to half your proficiency modifier per long rest.

Fire Round. The handgun shoots a bullet of fire at a target you can see. You must make a ranged attack at a target you can see within 60 ft. On a successful attack the target takes 2d10 fire damage. If you miss, any flammable objects behind the target are set ablaze.

Acid Round. The handgun shoots a bullet of acid at a target you can see. You must make a ranged attack against a target you can see within 60 ft. On a successful attack the target takes 1d10 acid damage and must make a DC 12 constitution saving throw or take 2d10 acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid.

Arcane Barrage. The handgun shoots 4 bullets of different arcane energies at a target you can see. You must make a ranged attack against a target you can see within 60 ft. On a successful attack, the target takes 1d10 acid damage, 1d10 fire damage, 1d10 frost damage, and 1d10 lightning damage and the target must succeed on a DC 15 Constitution saving throw or have their speed lowered by 10 and take 2d10 acid damage at the start of each of their turns until they spend an action to clean off the acid. Additionally,  you have advantage against them for 1 minute after they are hit. This attack cannot be used twice in a row, and must be recharged by rolling a d6 and getting a 5 or a 6.


Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Magic Item Name - Arcane Pistol, Requires Attunement - True, Attunement Description - proficient with firearms, Loading, Range, Ammunition (Firearms), Vex

Demonico

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